ParaParaParadise GameType Addition.

This commit is contained in:
Andrew Livy
2002-09-07 02:50:23 +00:00
parent a5e42d4940
commit a0cba0afa4
5 changed files with 164 additions and 38 deletions
+1
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@@ -15,6 +15,7 @@ enum Game
GAME_DANCE, // Dance Dance Revolution
GAME_PUMP, // Pump It Up
GAME_EZ2, // Ez2dancer
GAME_PARA, // ParaPAraParadise
NUM_GAMES, // leave this at the end
GAME_INVALID,
};
+1
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@@ -71,6 +71,7 @@ enum NotesType
NOTES_TYPE_EZ2_SINGLE_HARD,
NOTES_TYPE_EZ2_DOUBLE,
NOTES_TYPE_EZ2_REAL,
NOTES_TYPE_PARA,
// NOTES_TYPE_EZ2_SINGLE_VERSUS, // Chris: these should only be styles, not NotesTypes
// NOTES_TYPE_EZ2_SINGLE_HARD_VERSUS,
// NOTES_TYPE_EZ2_REAL_VERSUS,
+16
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@@ -70,6 +70,22 @@ enum // EZ2Buttons
NUM_EZ2_BUTTONS, // leave this at the end
};
enum // ParaButtons
{
PARA_BUTTON_LEFT,
PARA_BUTTON_UPLEFT,
PARA_BUTTON_UP,
PARA_BUTTON_UPRIGHT,
PARA_BUTTON_RIGHT,
PARA_BUTTON_START,
PARA_BUTTON_BACK,
PARA_BUTTON_MENULEFT,
PARA_BUTTON_MENURIGHT,
PARA_BUTTON_MENUUP,
PARA_BUTTON_MENUDOWN,
PARA_EZ2_BUTTONS, // leave this at the end
};
const GameButton MAX_GAME_BUTTONS = 14;
const GameButton GAME_BUTTON_INVALID = MAX_GAME_BUTTONS+1;
+143 -37
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@@ -26,7 +26,7 @@ const int DANCE_6PANEL_VERSUS_COL_SPACING = 54;
const int PUMP_COL_SPACING = 50;
const int EZ2_COL_SPACING = 46;
const int EZ2_DOUBLE_ADJUST = 150;
const int PARA_COL_SPACING = 54;
struct {
char *name;
@@ -41,7 +41,8 @@ struct {
{ "ez2-single", 5 }, // Single: TL,LHH,D,RHH,TR
{ "ez2-single-hard", 5 }, // Single: TL,LHH,D,RHH,TR
{ "ez2-double", 10 }, // Double: Single x2
{ "ez2-real", 7 } // Real: TL,LHH,LHL,D,RHL,RHH,TR
{ "ez2-real", 7 }, // Real: TL,LHH,LHL,D,RHL,RHH,TR
{ "para-single", 5 }
};
//
@@ -289,7 +290,82 @@ GameDef g_GameDefs[NUM_GAMES] =
},
},
},
{ // GAME_PARA
"para", // m_szName
"Para Para Paradise", // m_szDescription
2, // m_iNumControllers
NUM_DANCE_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
"Left",
"UpLeft",
"Up",
"UpRight",
"Right",
"Start",
"Back",
"MenuLeft",
"MenuRight",
"MenuUp",
"MenuDown",
},
{ // m_szSecondaryFunction
"(MenuLeft)",
"(MenuDown)",
"",
"(MenuUp)",
"(MenuRight)",
"",
"",
"(dedicated)",
"(dedicated)",
"(dedicated)",
"(dedicated)",
},
{ // m_DedicatedMenuButton
PARA_BUTTON_MENULEFT, // MENU_BUTTON_LEFT
PARA_BUTTON_MENURIGHT, // MENU_BUTTON_RIGHT
PARA_BUTTON_MENUUP, // MENU_BUTTON_UP
PARA_BUTTON_MENUDOWN, // MENU_BUTTON_DOWN
PARA_BUTTON_START, // MENU_BUTTON_START
PARA_BUTTON_BACK, // MENU_BUTTON_BACK
},
{ // m_SecondaryMenuButton
PARA_BUTTON_LEFT, // MENU_BUTTON_LEFT
PARA_BUTTON_RIGHT, // MENU_BUTTON_RIGHT
PARA_BUTTON_UPRIGHT, // MENU_BUTTON_UP
PARA_BUTTON_UPLEFT, // MENU_BUTTON_DOWN
PARA_BUTTON_START, // MENU_BUTTON_START
PARA_BUTTON_BACK, // MENU_BUTTON_BACK
},
{ // m_iDefaultKeyboardKey
{ // PLAYER_1
DIK_Z, // PARA_BUTTON_LEFT,
DIK_X, // PARA_BUTTON_UPLEFT,
DIK_C, // PARA_BUTTON_UP,
DIK_V, // PARA_BUTTON_UPRIGHT,
DIK_B, // PARA_BUTTON_RIGHT,
DIK_RETURN, // PARA_BUTTON_START,
DIK_ESCAPE, // PARA_BUTTON_BACK
DIK_LEFT, //no default key // PARA_BUTTON_MENULEFT
DIK_RIGHT, //no default key // PARA_BUTTON_MENURIGHT
DIK_UP, // PARA_BUTTON_MENUUP
DIK_DOWN, // PARA_BUTTON_MENUDOWN
},
{ // PLAYER_2
-1, // PARA_BUTTON_LEFT,
-1, // PARA_BUTTON_UPLEFT,
-1, // PARA_BUTTON_UP,
-1, // PARA_BUTTON_UPRIGHT,
-1, // PARA_BUTTON_RIGHT,
-1, // PARA_BUTTON_START,
-1, // PARA_BUTTON_BACK
-1, //no default key // PARA_BUTTON_MENULEFT
-1, //no default key // PARA_BUTTON_MENURIGHT
-1, // PARA_BUTTON_MENUUP
-1,
},
}
},
};
StyleDef g_StyleDefs[NUM_STYLES] =
@@ -701,6 +777,40 @@ StyleDef g_StyleDefs[NUM_STYLES] =
2,0,4,1,3 // This should be from back to front: Down, UpLeft, UpRight, Upper Left Hand, Upper Right Hand
},
},
{ // EZ2_STYLE_REAL
GAME_EZ2, // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
"EZ2 Real", // m_szName
{ NOTES_TYPE_EZ2_REAL,NOTES_TYPE_EZ2_REAL }, // m_NotesTypes
NOTES_TYPE_INVALID, // m_FallbackNotesType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 160, 480 }, // m_iCenterX
7, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*3 },
{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDLRLEFT, -EZ2_COL_SPACING*2 },
{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*1 },
{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*0 },
{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*1 },
{ TRACK_6, GAME_CONTROLLER_1, EZ2_BUTTON_HANDLRRIGHT, +EZ2_COL_SPACING*2 },
{ TRACK_7, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*3 },
},
{ // PLAYER_2
{ TRACK_1, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*3 },
{ TRACK_2, GAME_CONTROLLER_2, EZ2_BUTTON_HANDLRLEFT, -EZ2_COL_SPACING*2 },
{ TRACK_3, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*1 },
{ TRACK_4, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*0 },
{ TRACK_5, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*1 },
{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_HANDLRRIGHT, +EZ2_COL_SPACING*2 },
{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*3 },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
3,0,6,2,4,1,5 // This should be from back to front: Down, UpLeft, UpRight, Lower Left Hand, Lower Right Hand, Upper Left Hand, Upper Right Hand
},
},
{ // EZ2_STYLE_DOUBLE
GAME_EZ2, // m_Game
true, // m_bUsedForGameplay
@@ -741,40 +851,6 @@ StyleDef g_StyleDefs[NUM_STYLES] =
2,0,4,1,3,7,5,9,6,8 // This should be from back to front: Down, UpLeft, UpRight, Upper Left Hand, Upper Right Hand
},
},
{ // EZ2_STYLE_REAL
GAME_EZ2, // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
"EZ2 Real", // m_szName
{ NOTES_TYPE_EZ2_REAL,NOTES_TYPE_EZ2_REAL }, // m_NotesTypes
NOTES_TYPE_INVALID, // m_FallbackNotesType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 160, 480 }, // m_iCenterX
7, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*3 },
{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDLRLEFT, -EZ2_COL_SPACING*2 },
{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*1 },
{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*0 },
{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*1 },
{ TRACK_6, GAME_CONTROLLER_1, EZ2_BUTTON_HANDLRRIGHT, +EZ2_COL_SPACING*2 },
{ TRACK_7, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*3 },
},
{ // PLAYER_2
{ TRACK_1, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*3 },
{ TRACK_2, GAME_CONTROLLER_2, EZ2_BUTTON_HANDLRLEFT, -EZ2_COL_SPACING*2 },
{ TRACK_3, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*1 },
{ TRACK_4, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*0 },
{ TRACK_5, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*1 },
{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_HANDLRRIGHT, +EZ2_COL_SPACING*2 },
{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*3 },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
3,0,6,2,4,1,5 // This should be from back to front: Down, UpLeft, UpRight, Lower Left Hand, Lower Right Hand, Upper Left Hand, Upper Right Hand
},
},
{ // EZ2_STYLE_SINGLE_VERSUS
GAME_EZ2, // m_Game
true, // m_bUsedForGameplay
@@ -869,6 +945,36 @@ StyleDef g_StyleDefs[NUM_STYLES] =
3,0,6,2,4,1,5 // This should be from back to front: Down, UpLeft, UpRight, Lower Left Hand, Lower Right Hand, Upper Left Hand, Upper Right Hand
},
},
{ // PARA_SINGLE
GAME_PARA, // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
"Para Single", // m_szName
{ NOTES_TYPE_PARA,NOTES_TYPE_PARA}, // m_NotesTypes
NOTES_TYPE_INVALID, // m_FallbackNotesType
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 320, 320 }, // m_iCenterX
5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, GAME_CONTROLLER_1, PARA_BUTTON_LEFT, -PARA_COL_SPACING*2 },
{ TRACK_2, GAME_CONTROLLER_1, PARA_BUTTON_UPLEFT, -PARA_COL_SPACING*1 },
{ TRACK_3, GAME_CONTROLLER_1, PARA_BUTTON_UP, +PARA_COL_SPACING*0 },
{ TRACK_4, GAME_CONTROLLER_1, PARA_BUTTON_UPRIGHT, +PARA_COL_SPACING*1 },
{ TRACK_5, GAME_CONTROLLER_1, PARA_BUTTON_RIGHT, +PARA_COL_SPACING*2 },
},
{ // PLAYER_2
{ TRACK_1, GAME_CONTROLLER_2, PARA_BUTTON_LEFT, -PARA_COL_SPACING*2 },
{ TRACK_2, GAME_CONTROLLER_2, PARA_BUTTON_UPLEFT, -PARA_COL_SPACING*1 },
{ TRACK_3, GAME_CONTROLLER_2, PARA_BUTTON_UP, +PARA_COL_SPACING*0 },
{ TRACK_4, GAME_CONTROLLER_2, PARA_BUTTON_UPRIGHT, +PARA_COL_SPACING*1 },
{ TRACK_5, GAME_CONTROLLER_2, PARA_BUTTON_RIGHT, +PARA_COL_SPACING*2 },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
2,0,4,1,3
},
}
};
+3 -1
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@@ -28,6 +28,7 @@ enum Style
STYLE_EZ2_SINGLE_VERSUS,
STYLE_EZ2_SINGLE_HARD_VERSUS,
STYLE_EZ2_REAL_VERSUS,
STYLE_PARA_SINGLE,
NUM_STYLES, // leave this at the end
STYLE_NONE,
STYLE_PUMP_COUPLE,
@@ -36,7 +37,7 @@ enum Style
const int NUM_DANCE_STYLES = 6;
const int NUM_PUMP_STYLES = 3;
const int NUM_EZ2_STYLES = 7;
const int NUM_PARA_STYLES = 1;
// Ugh. This is needed for the style icon.
// TODO: Find a more elegant way to handle this
@@ -48,6 +49,7 @@ inline int GetStyleIndexRelativeToGame( int iGameIndex, Style style )
case 0: break; // dance
case 1: iStyleIndex -= NUM_DANCE_STYLES; break; // pump
case 2: iStyleIndex -= NUM_DANCE_STYLES+NUM_PUMP_STYLES; break; // ez2
case 3: iStyleIndex -= NUM_DANCE_STYLES+NUM_PUMP_STYLES+NUM_EZ2_STYLES; break; // ez2
default: ASSERT(0); // invalid game index
}
return iStyleIndex;